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Going Medieval News

Hotfix 0.5.31.15

Greetings medievalists!

The new hotfix (0.5.31.15) is now live on all of the platforms. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.
[h3]Bugs and Fixes[/h3]
  • Fixed crash caused by placing traps under the stairs.
  • Fixed issue that caused the game to freeze upon large-scale enemy encounters.

Talk to you soon!

Thanks,

Foxy Voxel

Medieval Monday Talk #5

Greetings, medievalists!

New Monday, new talk, and a new feature. If you don’t want to be spoiled, now is the time to stop reading.

This was mentioned in the previous talk, but let’s extrapolate it. We are, of course, talking about the trading process.

We need to clarify that trading is done in a manner of exchange - goods for goods. There is no money to be made or to give. The rampant plague known as the “Black Plague” in our game was one of the harshest periods that made 95% of the global population perish. Money was the least of the problems for the people that survived, and exchanging resources as a means to survive and prosper made sense.

Let’s say that you’ve been playing on the “Valley” map type and you are missing that sweet, sweet limestone, but you have more than enough clay. Here comes a merchant with enough limestone - players will select their settler and engage a merchant. As a result, this screen will appear:

(keep in mind that this image is a mock-up used to demonstrate how this system will work, and not a final in-game screenshot)

In the trading screen, the player determines what will be given to the trader and what will be taken. Players should keep their eyes on the scale, as it goes in favor of who has more wealth at the end of the transaction. One side represents the amount of wealth the player will take in the transaction, while the other represents what the player will give in the transaction. It’s important to keep the scale balanced, because if the player asks for more things than the trader offers - it may result in a dispute and the trader unwilling to do the transaction.

Once the trade has been accepted, the player's resources from stockpiles and shelves will disappear, and the trader will drop the things they have sold.

Want to gamble even more? You will be able to attack the trader and try to take away things you’ve sold, by force. But what are the consequences of these actions? Stay tuned and see you next week when we talk about the trades in more detail.

In the meantime, join our Discord server and talk about your Going Medieval experience with our active community.

We also make regular posts on Twitter, so be sure to follow us there.

Thank you for your time, people.

Foxy Voxel

Medieval Monday Talk #4

Greetings, medievalists!

Keep in mind, these Medieval Monday Talks might not happen every Monday, but we’ll try to keep them frequent enough - we want to continue to be as transparent as possible. With that being said, now seems to be a perfect time to talk about some of the features that we are working on for the next update. If you don’t want to be spoiled, now is the time to stop reading.

Remember our Region map?



It’s time to evolve it, by introducing factions into our game.

Each settlement placed on the map will now have a name and faction. We are working on a system where several factions will be formed on the region map and will be given neutral or enemy diplomacy status towards the player’s settlement. Some factions will be enemies by default and will never be neutral/friendly toward the player (like Progeny and Bandits).

Each of the factions will have a different relationship with one another and, in turn, a different relationship with the player's settlement.

Player’s relationship with those factions will influence what type of events they have with them - friendly factions will lead to events like trades, while hostile factions will cause events like ransoms or raids to appear.

Players will be able to change opinions of the settlements that belong to those factions with various events like trading items, fleeing settlers, gifting resources, etc.

If the player becomes an enemy with one faction, the enemies of that faction may, in turn, be friendlier with you. You know how they say - the enemy of my enemy is kinda neutral, right?

Relationship with the factions will be shown in the new Faction panel. That panel will open a list of all of the present factions in the current game, along with their relationship to the player.

Of course, more details will come regarding these features as we further develop them, but for now, we hope that this little sneak peek will get you excited for the next update! Let us know what you think in the comments below.

In the meantime, join our Discord server and talk about your Going Medieval experience with our active community.

We also make regular posts on Twitter, so be sure to follow us there.

Thank you for your time, people.

Foxy Voxel

Hotfix 0.5.31.13

Greetings players! The new hotfix (0.5.31.13) is now live on all of the platforms. Please save your progress and restart your game client to update. You should be able to load normally and continue playing. If you have any problems, please let us know.

Bugs and Fixes
  • Fixed several rare crash occurrences.
  • Production buildings are no longer selectable through walls.
  • Fixed the issue that caused convalescing settlers to teleport all around the map.
  • Fixed the issue that caused settlers to do Steward jobs even if that job was disabled.
  • Fixed the issue that caused enemies from the Third Coming Attack raid to spawn and remain idle, even though there is a clear path to the settlement.
  • Fixed the issue that caused forbidden icons to overlap with some objects and resource piles.
  • Fixed the issue that caused decomposing info for a resource to disappear if the object they’ve been stored in has been deconstructed.
  • Fixed the issue that caused settlers’ behavior to corrupt if they get unconscious by the heatwave event - the prioritizing wounds would have no functionality, they would start losing HP due to starving as they don't recover or wake up unless drafted and undrafted, and their walking animation would get corrupted multiple times and they would appear as idle/drafted, standing still in one position for a few seconds. Weird stuff, thankfully, now solved.
  • Fixed the issue that caused some of the raiders to become idle if there are more than 10 spawned by the event
  • Fixed the issue that caused settlers to flee even if the enemies (raiders/wolves are not in the line of sight)
  • Fixed the issue that caused the selection box to remain on the screen despite the player’s input.
  • Fixed the issue that caused the relocation process of the items to get corrupt if the player would modify the quality of items that the storing object accepted. This would result in a situation that the items in the storing objects would not be movable until the storing object was deconstructed.
  • Fixed the issue that caused heraldry design to appear black/corrupted.
  • Fixed the issue that caused settlers to ignore resources located on the stockpile for crafting purposes.
  • Fixed the issue that caused items stored on Armour Racks/Shelves to remain visible if the layer is lowered immediately after settlers placed them on the storage structures.
  • Fixed the issue that caused deconstructed merlon to leave a walkable path if those merlons have been created above the ground. This would result in invisible paths.
  • Fixed the issue that caused raiders to ignore settlers that were sleeping on the Wooden Hay Bed above the ground level during the raid attack.
  • Fixed the issue where upon loading an older save and settlers going to sleep and waking up, their behavior would bug out, usually resulting in them being stuck in one place.
UPDATE: The new hotfix (0.5.31.14) is now live on all of the platforms, and includes fixes for several rare crash occurrences.

Talk to you soon about some of the features we are working on!

Thanks,

Foxy Voxel

Medieval Monday Talk #3

Greetings, medievalists!

We’ll have another hotfix ready for you this Wednesday. It will include things like - production buildings not being selectable through walls, fixing raiders and settlers behavior in some scenarios, crash fixes - among other things.

You may be wondering why the game is not updated quicker, why we still fix crashes, when will the next updates come, and what will be in them.

By now, if you follow our development, you already have a clear picture of how our process goes: We work on new updates and, in the meantime, fix the existing noticeable issues. The content of the update is decided internally but also influenced by community input. That may not always happen, but if the time-result ratio is sensible, we’ll consider it. Not all of the features require the same amount of programming. Once those features are implemented in the game and internally tested, we announce it via Discord and a Steam Discussion post that players can try on the experimental branch.

Some players just want to experience Going Medieval in its pure form and don’t want to be 'spoiled' with the "beta" experience. We want to respect that, so once the new version is pushed live on the experimental branch, it would be appreciated to keep all the related talk to the experimental subforum. That way, we can see what version is causing what problems. Based on your response, we reiterate, reiterate, and reiterate until the version is stable and ready to be published on the main branch.

It’s a process and not as smooth as some are hoping - our game is pretty complex and will get even more over time. We need to have a stable foundation before we expand on it - hence the reason why we are so focused on fixing those crashes. While the number is significantly lowered, it’s still present - various ways of playing our game, different languages, and PC configurations are all the factors that can influence your game experience. We want all of you to have the same chance to experience Going Medieval properly.

Now, you’re probably asking, “When will those new features go live on the experimental branch?” We have some idea for the date internally, but we don’t want to get in a situation where we promise something and do not deliver. So we are asking for your patience, but that’s why we are also working on those hotfixes. Game development is complicated but fun!

In the other news - we’re happy to report that Going Medieval will be a part of the Indie Arena Booth 2021 curated lineup. You may have heard it before, but it’s worth mentioning again - Indie Arena Booth is the official partner of Gamescom and is embedded in Gamescom now. Yeah, THAT Gamescom - the famous trade fair for video games held annually at the Koelnmesse in Cologne, North Rhine-Westphalia, Germany. Both Indie Arena Booth and Gamescom are going online now to current events.

But IAB knows how to handle fun, so be sure to follow them. They have a pretty sweet trailer for all of the indie games that are part of it, do check it out:

[previewyoutube][/previewyoutube]

It’s an honor to be a part of such a wonderful company - check it out. We'll get back to you soon, when we’ll discuss things we are working on, in more detail.

Remember, these Medieval Monday Talks might not happen every Monday, but we’ll try to keep them frequent enough - we want to continue to be as transparent as possible.

In the meantime, join our Discord server and talk about your Going Medieval experience with our active community.

We also make regular posts on Twitter, so be sure to follow us there.

Thank you for your time, people.

Foxy Voxel